Advanced Member alvordr Posted February 17, 2013 Advanced Member Share Posted February 17, 2013 Hello, all. I figured I may as well start a sketchbook, also. This is a piece I'm working on to replace an asset I already had in a scene. I still have work to do to it, but it's coming along. Low Light Setup: Medium Light Setup: Wireframe (Under 2k polys): 2 Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted February 17, 2013 Author Advanced Member Share Posted February 17, 2013 I'm thinking about redoing all the texture work. I want to push everything into one UV map and I know how to do it, but it will mean losing the texture work. The practice will be a good thing, anyway. I'll also be adding a door and windows and possibly furniture, but I'm not as concerned about the inside for my current project. Quote Link to comment Share on other sites More sharing options...
Contributor BeatKitano Posted February 17, 2013 Contributor Share Posted February 17, 2013 You can bake your texture onto an new uv, depending on which software you use, look into it if you don't want to redo all your texture. You'll probably lose a bit of crispiness in some areas but that should be quick to fix. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted February 17, 2013 Reputable Contributor Share Posted February 17, 2013 I'm thinking about redoing all the texture work. I want to push everything into one UV map and I know how to do it, but it will mean losing the texture work. The practice will be a good thing, anyway. I'll also be adding a door and windows and possibly furniture, but I'm not as concerned about the inside for my current project. As long as the geometry is the same you can just redo your UV's and 3D Coat will relocate the pixels accordingly. I don't know how Andrew managed to pull that off, but it's pretty amazing. Be careful with the normal maps though. I recently tried this on a model and it seemed as if 3D Coat flipped the normal direction. To remedy that, I had to change the depth value into the negative. Have to report that when I find time to do so. Quote Link to comment Share on other sites More sharing options...
Advanced Member puntoit Posted February 17, 2013 Advanced Member Share Posted February 17, 2013 I just did the redo of the UVs some days ago, and yes, the normal map was messed up (strongly visible seams). My solution was to afterwards export all layers with depth, spec and so on (lowest item in Textures - Export). Then I deleted all the paint object and layers and did a new bake to get clean AO and normals. These where then exported separately (File - Export Model was the fastest way when you turn off all but the normal layer and AO layer). Then I imported all the layers with color, spec and so on (lowest item in Textures - Import). Sadly this overwrites everything in paint room. But that was why I exported the AO and the normal map. These two layers where then re-imported. Yes, this is a bit tedious but a possible way. If the import function for all layers would have a checkbox to not overwrite everything it would be easier. Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted February 17, 2013 Author Advanced Member Share Posted February 17, 2013 I'm not actually all that concerned about having to redo the texturing. It was a quick experiment and I wanted to see how it all baked. AbnRanger, Which setting did you put into the negative?...the inner cage? Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted February 17, 2013 Author Advanced Member Share Posted February 17, 2013 Once I'm all finished modeling the various pieces, and doing all the retopo work...I'll simply re-merge everything at once and the maps should all appear in one spot. Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted February 22, 2013 Author Advanced Member Share Posted February 22, 2013 Still working the house. However, I also felt like deviating and letting myself go on ZBrush a bit. I'll be taking it into 3D Coat eventually, but here's my WIP for a mouse / insect / bat (I'm thinking of adding bat wings for the arms). This is VERY early stage work, so I know the abdomen and feed need work...the chest area I may take a bit further and I'm not worried about the clavicle not being entirely correct here. For now, I'm keeping the legs separate, but may merge them later on. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted February 23, 2013 Reputable Contributor Share Posted February 23, 2013 I'm not actually all that concerned about having to redo the texturing. It was a quick experiment and I wanted to see how it all baked. AbnRanger, Which setting did you put into the negative?...the inner cage? You can go to TEXTURES > ADJUST > INVERT COLORS or in the top of layer panel, you can set the depth value in the negative. It's been reported to Andrew, so hopefully that gets fixed soon Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted February 23, 2013 Author Advanced Member Share Posted February 23, 2013 Thanks, AbnRanger. That's very helpful. Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted February 23, 2013 Author Advanced Member Share Posted February 23, 2013 More progress on the creature I was working on... Quote Link to comment Share on other sites More sharing options...
New Member happyfish Posted February 28, 2013 New Member Share Posted February 28, 2013 Maybe you could add arms for it. Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted March 2, 2013 Author Advanced Member Share Posted March 2, 2013 My creature at the next stage: I added arms, as suggested, gave it a loose helm and tweaked most of the body and wings a bit. It still needs lots of work, but I'm getting more of an idea of how to go about this Rat / Bat / Insect thing. The wings make it more dragon-like, but I'm not hating them, yet. Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted April 8, 2013 Author Advanced Member Share Posted April 8, 2013 Still working on stuff, but it's somewhat random, at this point. I've got tons of projects on the plate, so I'm all over the place but keeping my deadlines. My latest work below: Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted April 8, 2013 Author Advanced Member Share Posted April 8, 2013 ...and a character I'm working on...depending on what clothes he's wearing, he's between: 2384 Quads / 4718 Tris (no hat / shirt) 4859 Quads / 9655 Tris (hat and long cloak) Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted April 8, 2013 Author Advanced Member Share Posted April 8, 2013 This column is 54 Quads / 108 Tris: Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted April 8, 2013 Contributor Share Posted April 8, 2013 You've been busy! Did your character have rickets as a child? I notice he's a little bow-legged, but nice work never-the-less. Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted April 9, 2013 Author Advanced Member Share Posted April 9, 2013 LOL, nope. The pants and feet were modeled as separate layers, so I wasn't paying attention to the way they bowed. That said, it's somewhat fitting, considering the character. Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted April 25, 2013 Author Advanced Member Share Posted April 25, 2013 My latest work for a project I expect to come soon... 1262 Quads / 2514 Tris 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted May 5, 2013 Author Advanced Member Share Posted May 5, 2013 My newest project WIP (I can tell the feet need better proportions): Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted May 6, 2013 Advanced Member Share Posted May 6, 2013 Nice start on the medieval knight! I can see he's ridding everyday by the ( ) shape of his legs. Can't wait to see what the helmet will look like. Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted May 6, 2013 Author Advanced Member Share Posted May 6, 2013 Thank you. Yes, I noticed that about the legs, as well. Pretty easy fix. Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted May 26, 2013 Author Advanced Member Share Posted May 26, 2013 This one is complete, but I'm not quite ready to post the render in the completed gallery renders thread. Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted May 26, 2013 Advanced Member Share Posted May 26, 2013 Nice! Architecture detail, or gallows? Rope must have been tricky. How did thou build, retopoed it? Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted May 27, 2013 Author Advanced Member Share Posted May 27, 2013 It's an architectural detail, I guess. I did for a game level. The rope actually wasn't hard, but time consuming. I did an autoretopo on the rope, but I could do it manually, if I had the patience. If I did, the poly count would go way down, as most of the polys are in the ropes. Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted May 27, 2013 Advanced Member Share Posted May 27, 2013 Yes, that's true. Most of the time you can't do better to optimize than doing the retopo manually. I like it, just like Uvs works. It's painful, but so good when it ends What's coming up after the wood log? Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted May 27, 2013 Author Advanced Member Share Posted May 27, 2013 I'm not sure I understand your question "What's coming up after the wood log?" Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted May 28, 2013 Advanced Member Share Posted May 28, 2013 You made a knight, you made a architecture detail, so I wonder how you're gonna make them fit together. I guess both are elements of a big scene, no? Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted May 28, 2013 Author Advanced Member Share Posted May 28, 2013 No. They're separate things I've been working on. The character you refer to as a knight is just practice in character modeling. The other was for a level that I'm doing art for. Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted June 7, 2013 Author Advanced Member Share Posted June 7, 2013 I did the axe last night, as I don't feel like I have enough weapons in my slew of junk I've done. I've been wanting to do something like this for a while. It's not perfect, in my opinion, but still a decent start for something better. 1 Quote Link to comment Share on other sites More sharing options...
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